Of Thieves, Nobles, and the Righteous [Rogues Gallery]


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Code:
[B]Name:[/B] Leothar Falcqon
[B]Class:[/B] Wizard 8
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Neutral
[B]Deity:[/B] none

[B]Str:[/B] 10 +0 (2p.)     [B]Level:[/B] 8        [B]XP:[/B] 32000
[B]Dex:[/B] 14 +2 (4p.)     [B]BAB:[/B] +4         [B]HP:[/B] 33 (8d4+8)
[B]Con:[/B] 14 +2 (4p.)     [B]Grapple:[/B] +4     [B]Dmg Red:[/B] -/--
[B]Int:[/B] 20 +5 (10p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] -
[B]Wis:[/B] 14 +2 (6p.)     [B]Init:[/B] +2        [B]Spell Save DC:[/B] 15 + spell lvl (16 + spell lvl for illusion, divination)
[B]Cha:[/B] 14 +2 (6p.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] 0%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +2    +0    +2    +0    +0    +0    14
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 12

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +2    +2    +6
[B]Ref:[/B]                       2    +2    +2    +6
[B]Will:[/B]                      6    +2    +2    +10

[B]Weapon                  Attack   Damage     Critical	   Range Inc.     Type[/B]
mstrwrk. pistol           +6       1d10     x3            50ft.          Piercing

[B]Languages:[/B] Mordentish[native], Darkonese, Falkovian, Halfling, Lamordian 

[B]Abilities:[/B] Human: Extra feat at first level (already included),
Four extra skill points at first level (already included),
One extra skill point at each additional level (already included)

	        Wizard: may acquire familiar,
Bonus Feats (already included),High intelligence gains bonus spells daily

[b]Spellbook:[/b]
0: all
1: Charm Person, Comprehend Languages, Disguise Self, Feather Fall, Identify, Magic Missile, Ventriloquism
2: Detect Thoughts, Hypnotic Pattern, Scorching Ray, See Invisibility
3: Dispel Magic, Fly, Gaseous Form, Major Image
4: Greater Invisibility, Phantasmal Killer, Scrying, Shout

[b]Spells Memorized:[/b]
0: Detect Magic, Light, Message, Prestidigitation
1: Charm Person, Comprehend Languages, Disguise Self, Feather Fall, Magic Missile, Ventriloquism
2: Detect Thoughts, Hypnotic Pattern, Scorching Ray, See Invisibility
3: Dispel Magic, Fly, Gaseous Form, Major Image
4: Greater Invisibility, Phantasmal Killer, Scrying, Shout

[B]Feats:[/B] Exotic Weapon Proficiency (pistol)  
Spell Focus (illusion)  
Spell Focus (divination)  
Scribe Scroll [free to wizard] 
Empower Spell  
Extend Spell 


[B]Skill Points:[/B] 67       [B]Max Ranks:[/B] 11/5.5
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Concentration		    11     +2         13
Decipher Script             11     +5         16
Knowledge(arcana)           11     +5         16
Knowledge(geography)        4      +5         9
Knowledge(local)            4      +5         9
Knowledge(nobility)         4      +5         9
Profession(stage magician)  11     +2         13
Spellcraft                  11     +5   +2*   18
*[Knowledge(arcane) synergy]

[B]Equipment:               Cost  Weight[/B]
mstrwrk. pistol(loaded)  550gp    3lb
spell component pouch     5gp    2lb
Amulet of health +2    4000gp      -
Bracers of Armor +2    4000gp    1lb
Gloves of Dexterity +2 4000gp      -
Headband of Intellect +2 4000gp    -
Cloak of Resistance +2 4000gp    1lb
Entertainer's Outfit        -      -
Heward's Handy Haversack 2000gp  5lb
--bullets(10)               3gp    2lb
--silver bullets(5)     7gp 5sp    1lb
--cold iron bullets(5)      3gp    1lb
--powderhorn              35gp    2lb
--spellbook                   -     3lb
--2'x4' silvered mirror    1000gp   ~32lb
--potion of cure light wounds x2  100gp    -

[B]Total Weight:[/B]12lb      [B]Money:[/B] 3296gp 5sp -cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               33   66   100   200   500

[B]Age:[/B] 26
[B]Height:[/B] 5'11"
[B]Weight:[/B] 140lb
[B]Eyes:[/B] green
[B]Hair:[/B] black
[B]Skin:[/B] light

Appearance: A tall, lean, swaggering fellow. Flashing green eyes beneath angular black brows,
medium-length black hair swept straight back, and a neatly trimmed moustache and goatee. Tends to wear
stylish black suits highlighted by brightly colored or otherwise gaudy vests. Habitually touches and
straightens his golden Headband, sporting a central emerald, which he thinks makes him look quite
dashing and mysterious.

Background: The offspring of the wealthy seem pathologically prone to a number of social ills. A steady supply of cash, and no need to work for any of it, generates an abundance of free time in which to gamble, drink, and get young women into trouble. The scion of an affluent shipping dynasty, Leothar Falcqon did most of these things in his youth. However, being somewhat more intellectually curious than his peers, his interest was eventually drawn to a disreputable activity of a completely different sort – magic.

It grew from simple curiosity, and the giddy excitement that comes with learning a secret. Leothar would loiter around backstage after prestidigitators’ performances at the local theater, asking to be shown how their tricks were done, only to meet with the dismissive laughter of the itinerant conjurors and illusionists there. Leothar’s aristocratic sense of entitlement, however, made him quite determined, and one evening fate took pity on him. The magician – obviously a particularly talented one, as some of his “illusions” left scorch-marks on the stage – heard out Leothar’s pleading request with an indulgent smirk and, after making a brief show of careful consideration, agreed to take him on as an apprentice. The truth was, the magician, Maromar (“The Magnificent”) Tarmikos, saw much of himself in the eager young dilettante – not to mention the fact that he could really use the tutoring income to supplement the meager profits from his shows.

Leothar learned quickly, picking up the rudimentary slight of hand fundamental to the trade, as well as the means of crafting honest-to-goodness magical illusions and conjurations. After a time, Maromar was prepared to move on to a new town, and welcomed Leothar along as his assistant. This arrangement lasted for all of a month before the two split over a financial disagreement. Leothar set off on an independent career, traveling around the more civilized parts of Dementlieu and Lamordia for several years, augmenting his “repertoire” on the sly from fellow practitioners; he was quite astonished to discover that it was possible to do more – much more – than simply make his hat float across the stage, or seem to disappear, and this only fed his desire to explore the limits of just what could be done.

Now, he has returned home, and is eager to ply his trade for the crowds drawn in by the autumn festivities. It isn’t the money – little as there is to be made – that Leothar loves about what he does; he’s been independently wealthy his entire life. No, he is motivated solely by the thrill and sense of recognition that comes with awing the crowd, something he knows he could never experience living passively behind gilded walls. To that end, he has fallen in with a local group of young performers with backgrounds similar to his own, calling themselves By the Moon’s Light. Their art tends more toward the mundane than his, but they assure one another an audience and social outlet, at least.

Path of Corruption
Code:
1: +2 spellcraft // character becomes more detached from the concerns and welfare of others

2: +4 spellcraft // character becomes overtly dismissive of others: -2 Cha

3: detect magic at will // character perceives others as jealous, and intentionally obstructing his progress: Paranoia madness condition

4: +8 Int // character becomes incredibly self-absorbed, often at his own peril: -6 Wis

5: +1 level of Wizard // character will do anything to gain what he seeks: alignment shifts to neutral evil
 
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Philippe Fitzroi

Code:
Name: Philippe Fitzroi
Class:  Rogue 4 / Swashbuckler 2 / Fighter 1 / Duelist 1	XP: 32,000
Race: Human
Size: Medium
Gender: Male
Alignment: Chaotic Neutral
Deity: None

S: 10 +0 (pc 2)
D: 16 +3 (pc 6 +2 level bonus)
C: 12 +1 (pc 4)
I: 16 +3 (pc 10)
W: 12 +1 (pc 4)
Ch: 14 +2 (pc 6)
HP: 50 (max @ 1st, then average +1 each level, +8 Con)

BAB: +7/+2	Melee: +7(+10)	Ranged: +10
Speed: 30’
Init: +3

AC: 20 [21] (10base +5 armor +2 shield +3Dex [+1Canny Defense] [+1 Dodge])
Touch: 13 [14]		Flatfooted: 20

Fort: +5 +1(Con) = +6
Ref: +5 +3(Dex) +1(Grace) = +9
Will: +1 +1(Wis) = +2

Skills
Balance 2 +3(Dex) -2(armor) +2(synergy) = +5
Bluff 10 +2(Cha) = +12
Climb 2 +0(Str) = +2
Diplomacy 5 +2(Cha) +6(synergy) +5(magic) = +18
Disable Device 3 +3(Int) = +6
Escape Artist 4 +3(Dex) -2(armor) = +5
Gather Information 5 +2(Cha) +2(synergy) = +9
Hide 8 +3(Dex) -2(armor) = +9
Intimidate 2 +2(Cha) +2(synergy) = +6
Jump 2 +0(Str) -2(armor) +2(synergy) = +2
Knowledge (local) 5 + 3(Int) +1(feat) = +9
Knowledge (Nobility and royalty) 5 +3(Int) +1(feat) = +9
Languages (? native + 3)
Listen 6 +1(Wis) = +7
Move Silently 8 +3(Dex) -2(armor) = +9
Open Lock 7 +3(Dex) +5(magic) = +15
Perform (Acting) 1 +2(Cha) = +3
Perform (Dance) 3 +2(Cha) = +5
Perform (Oratory) 1 +2(Cha) +5(magic) = +8
Search 7 +3(Int) [+5(magic)] = +10 [+15]
Sense Motive 7 +1(Wis) = +8
Spot 7 + 1(Wis) = +8
Tumble 10 +3(Dex) -2(armor) = +11

Feats:
Combat Expertise
Dodge
Education
Improved Feint
Mobility
Weapon Finesse

Special Abilities
Racial (Human)
•	Medium: As Medium creatures, humans have no special bonuses or 
        penalties due to their size. 
•	Human base land speed is 30 feet. 
•	1 extra feat at 1st level. 
•	4 extra skill points at 1st level and 1 extra skill point at each 
        additional level.
•	Automatic Language: Common. Bonus Languages: Any (other than
        secret languages, such as Druidic).  See the Speak Language skill. 
•	Favored Class: Any. When determining whether a multiclass human takes
        an experience point penalty, his or her highest-level class does not 
        count.
Rogue:
•	Weapon and Armor Proficiency: Rogues are proficient with all simple 
        weapons plus the hand crossbow, rapier, sap, short bow, and short 
        sword.  Rogues are proficient with light armor, but not with shields. 
•	Sneak Attack +2d6
•	Trapfinding
•	Evasion – At 2nd level and higher, a rogue can avoid even magical 
        and unusual attacks with great agility. If she makes a successful 
        Reflex save against an attack that normally deals half damage on a 
        successful save, she instead takes no damage. Evasion can be used 
        only if the rogue is wearing light armor or no armor. 
•	Trap Sense – At 3rd level, a rogue gains an intuitive sense that 
        alerts her to danger from traps, giving her a +1 bonus on Reflex 
        saves made to avoid traps and a +1 dodge bonus to AC against attacks 
        made by traps.
•	Uncanny Dodge – Starting at 4th level, a rogue can react to danger 
        before her senses would normally allow her to do so. She retains her 
        Dexterity bonus to AC (if any) even if she is caught flatfooted or 
        struck by an invisible attacker.  However, she still loses her 
        Dexterity bonus to AC if immobilized. 
Swashbuckler:
•	Weapon and Armor Proficiency – Swashbucklers are proficient with 
        all simple and martial weapons and with light armor.
•	Weapon Finesse – Bonus feat (already included above).
•	Grace – At 2nd level swashbucklers gains a +1 competence bonus on 
        Reflex saves.
Fighter:
•	Bonus Feat – At first and every even numbered level (already included 
        above).
Duelist:
•	Canny Defense – When not wearing armor or using a shield, a duelist 
        adds 1 point of Intelligence bonus (if any) per duelist class level 
        to her Dexterity bonus to modify Armor Class while wielding a 
        melee weapon. If a duelist is caught flatfooted or otherwise denied 
        her Dexterity bonus, she also loses this bonus.


Equipment:
Rapier +2 (AB+12 1d6+2p/18-20/x2 2lb) 8320gp
Throwing Daggers x6 (AB+10 1d4ps/19-20/x2 10’ 1lb) 12gp
Mithral Shirt +1 (AC +5, Armor Check -2 10lb) 2100gp
Buckler +1 (AC +2 5lb) 1165gp
Ring of Lockpicking (+5 competence bonus to Open Lock) 4500gp
Choker of Eloquence (+5 competence bonus to Bluff, Diplomacy, 
    Perform (Oratory)) 6000gp
Goggles of Minute Seeing (+5 competence bonus to Search w/in 1’) 1250gp
MW Lockpicks 2lb 100gp
Explorer’s outfit –
Courtier’s outfit x3 18lb 90gp
Elixir of Hiding x2 (+10 competence bonus to Hide for 1 hour) 500gp
Elixir of Sneaking x2 (+10 competence bonus to Move Silently for 
    1 hour) 500gp
Potion – Cure Light Wounds x5 (cure 1d8+1hp) 250gp
Signet ring and various jewelry 213gp

Money: 2000gp

Age: 20
Height: 5’ 11”
Weight: 159
Eyes: Blue
Hair: Light Brown w/ blond highlights (“dirty blond”)
Skin: Lightly tanned

[Sblock=The Path of Vengence] 
None of your gifts work against Innocents. 
The Charisma penalities stack, but don't apply to any Curse 
    checks you may make.  If you had a 16 CHA and now it's a 14, 
    you still get the +3 bonus on your Curses checks.

Step 1: True Strike 1/day // Can only target someone who has 
        injuried or insulted you.

Step 2: Voice of Wrath feat // Your voice turns dry and scratchy, 
        -2 Cha

Step 3: Rage 1/day (as the spell) // Paranoia Madness effect

Step 4: Detect Thoughts 3/day // Evil alignment when planning 
        or taking revenge, -2 Cha

Step 5: Slay Living 1/day // -4 Wis, -2 Cha 

The idea behind this Path is that Philippe can avoid using the 
gifts by changing your behavior, but he probably won't.  
The 'no Innocents' clause is in there as a target for 
his Paranoia. [/sblock]

One of the innumerable waifs who run the streets almost unnoticed, Philippe survived childhood on his wits, charm, and whatever he could steal or scrounge. The specific circumstances which left him a homeless orphan are lost to time. He vaguely remembers a woman, attractive but old before her time, who must be his mother, and a succession of men (relatives? johns?), culminated by noise, chaos, and then silence - the silence of the grave. Perhaps his mother was a whore killed by a customer, or a laundry wench taken by plague, or something else entirely - whatever, it didn't make any difference in the day-to-day struggle for survival, so it was quickly forgotten, pushed aside by more important concerns.

Philippe is not even his real name, just the latest in a long line of psuedonyms taken for a month, a day, or just a night. Whatever name his parent(s) gave him is long forgotten, along with the memories of his parents themselves. To himself, the boy borrowed the name of the small falcons he saw flying through the streets - Kestrel, or even just Kes. He envied the birds their ability to fly away from the suffering Kes lived in every day.

Not surprisingly, Kes fell into a gang of children and learned how to steal, scam, and hide. In spite of his skills and natural talent, he would probably have died of hunger some harsh winter, had he not caught the eye of an out-of-favor fencing master. The way the boy moved suggested unrealized potential to the foreigner. Under Abban Faria's instruction, the boy learned to pass in civilized company, in addition to swordplay.

Now, Philippe travels the outskirts of upper class society, passing himself off as the illegitimate son of aristocracy. He joins with the noble youths in their various passtimes, including the group calling themselves By the Moons Light. His performances, when called upon to directly participate, approach Death from the point of view of that notable himself - the hunter rather than hunted, predator rather than prey.

Few observers would suspect the feral background of the dashing young man. Fewer still would suspect the envy and contempt he holds for his so-called peers.

Kes holds equal loathing for the Guards and the formal Thieves Guilds - the one for cuffing waifs to the side and trying to hide their need from "decent folk", the other for punishing the children for daring to impinge upon the Guild's trade in order to feed themselves. Likewise, as the gods held no regard for the needs of children, now Kes has no regard for the gods - so long as they have nothing to do with him, he'll have nothing to do with them, and that's the way he likes it.

He does have some small interest in two other groups. He doesn't have the connections required to join the Society for the Advancement of Mankind, and he is deeply suspicious that their philanthropic overtures are merely for show, though part of him hopes otherwise. He respects the abilities and detachment of Sir Richard's Knights, but dislikes the thought of having to serve and protect the nobility.

On the street, you can't show weakness. As a result, Philippe never forgets an insult, and tries to get even sooner or later.
 

Attachments


Code:
Christopher Van Edefelt

Male Human Fighter 2 / Paladin 6

Lawful Good

Representing burnout02urza 

Strength (14) 16 (+2) + 1 
Dexterity 12 (+1)
Constitution 14 (+2)
Intelligence 14 (+2)
Wisdom 12 (+1)
Charisma 16 (+3)
Size: Medium
Height: 6' 2"
Weight: 210 lb
Skin: Pale
Eyes: Blue
Hair: Light Brown; Straight; Beardless

Total Hit Points: 81 

Speed: 30 feet (40 ft With Full Plate/ Boots Of Striding & Springing)

Armor Class: 20 = 10 + 9 [full plate] +1 [dexterity] 

Touch AC: 11

Flat-footed: 19

Initiative modifier: +1 = +1 [dexterity] 

Fortitude save: +13 = 8 [base] +2 [constitution] +3 [paladin charisma] 

Reflex save: +6 = 2 [base] +1 [dexterity] +3 [paladin charisma] 

Will save: +6 = 2 [base] +1 [wisdom] +3 [paladin charisma] 

Attack (handheld): +11/+6 = 8 [base] +2 [strength] +1 [Gauntlets of Ogre Power]

Attack (unarmed): +11/+6 = 8 [base] +2 [strength] +1 [Gauntlets Of Ogre Power]

Attack (missile): +9/+4 = 8 [base] +1 [dexterity] 

Grapple check: +10/+5 = 8 [base] +2 [strength] 

Light load: 58 lb. or less

Medium load: 59-116 lb.

Heavy load: 117-175 lb.

Lift over head: 175 lb.

Lift off ground: 350 lb.

Push or drag: 875 lb.


Languages: Celestial 
Common 
Infernal 

Weapons:

Silvered Dagger +11/+6 [1d4 + 1, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing] 

Sling +9/+4 [1d4, crit x2, range inc. 50 ft., 0 lb, bludgeoning] 

+1 Shock Bastard Sword +12/+7 [1d10 + 7 (+1d6 shock), crit 17-20/x2, 6 lb., two-handed, slashing] 

Armor:

+1 Glamered Full plate armor [heavy; +9 AC; max dex +1; check penalty -6; 50 lb.] 

Feats: 

Combat Expertise 

Improved Trip 

Exotic Weapon Proficiency Weapon: Bastard Sword

Improved Critical x1 Weapon(s): Bastard Sword 

Power Attack 

Cleave 


Traits: 

Skill Name Key Ability SkillModifier Ability Modifier Ranks Misc.

Appraise Int 2 = +2 

Balance Dex* 1 = +1 

Bluff Cha 3 = +3 

Climb Str* 7 = +2 +5 

Concentration Con 7 = +2 +5 

Diplomacy Cha 15 = +3 +8 +2 [Knowledge, nobility] +2 [sense Motive] 

Disguise Cha 3 = +3 

Escape Artist Dex* 1 = +1 

Forgery Int 2 = +2 

Gather Information Cha 3 = +3 

Heal Wis 1 = +1 

Hide Dex* 1 = +1 

Intimidate Cha 8 = +3 +5 

Jump Str* 7 = +2 +5 

Knowledge (nobility) Int 10 = +2 +8 

Knowledge (religion) Int 10 = +2 +8 

Listen Wis 1 = +1 

Move Silently Dex* 1 = +1 

Ride Dex 6 = +1 +5 

Search Int 2 = +2 

Sense Motive Wis 7 = +1 +6 

Spot Wis 1 = +1 

Survival Wis 1 = +1 

Swim Str** 2 = +2 

Use Rope Dex 1 = +1 

* = check penalty for wearing armor 

Know Religion >=5 ranks gives +2 on turn/rebuke the undead.

First-level Paladin spells: 2 (1+1) per day 

Divine Favor

Human: 

• Extra feat at first level (already included) 
• Four extra skill points at first level (already included) 
• One extra skill point at each additional level (already included)


Fighter: 

• Bonus Feats (already included)

Paladin: 

• Aura of Good
• Detect Evil (Ravenloft Only: Detect Chaos)
• Smite Evil (2x/day; add +3 to melee attack roll, paladin levels to damage)
• Divine Grace (level 2)
• Lay on Hands (level 2)
• Aura of Courage (level 3) (Magical Fear ONLY)
• Divine Health (level 3)
• Turn Undead (level 4) (6x/day)
• Special Mount (level 5) (Dread Companion)
• Remove Disease (level 6)
• Code of Conduct / Association
• High wisdom gains bonus spells daily



Class HP rolled 

Level 1: Fighter 10 

Level 2: Fighter 6 

Level 3: Paladin 8 

Level 4: Paladin 5 +1 to charisma

Level 5: Paladin 7 

Level 6: Paladin 10 

Level 7: Paladin 9 

Level 8: Paladin 10 +1 to charisma


Christopher Van Edefelt's Equipment: 

57 lb
5 lb
2 lb


1 lb
1 lb
_____
66 lb 

Weapons / Armor / Shield (from above)

Sling bullets (group of 10) x1

Backpack

Signal whistle

Signet ring

Bullseye Lantern 

Whetstone

Holy symbol (silver)


Full Equipment List:

Gauntlets of Ogre Power (STR+2) 4,000

Boots of Striding/Springing 2,500

Everburning Torch 110

Handy Haversack 2,000

Wand Of Cure Light Wounds 750

Wand Of Charm Person 750

Ring Of Feather Falling 2,200

Potion of Bull's Strength 300

Potion of Sanctuary X2 100

+1 Shock Bastard Sword 8,335

+1 Glamered Full Plate 5,650

Holy Symbol, Silver 25

Flint & Steel 2 

Caltrops X5 5

Bullseye Lantern 12

Signet Ring 5

Silver Dagger 10 

Acid X 2 20

Masterwork Manacles, Amazing Lock 200

Total: 26,976 gp 

Money: 24 gp


Paladin Mount

Name: Thanatos

Mount: Warhorse (heavy) 

• Large Animal
• Hit dice 6d8+18 (55 hit points)
• Initiative +1 (Dex)
• Speed 50 feet
• AC: 18 ( -1 large +1 Dex +8 natural)
• Attacks: 2 Hooves +7 melee; Bite +2 melee;
• Damage 1d6+4 (2 hooves); 1d4+2 (bite); 
• Special Qualities: Scent
• Saves: Fort +11; Ref +6; Will +3
• Abilities: Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6 
• Skills: Listen +7; Spot +7; 
• The mount is entitled to distribute an additional 2 skill points.
• Empathic link; Improved evasion; Share spells; Share saving throws



Background:


There are paladins, and then there are paladins.

Born to the House of the Edefelts, Christopher van Edefelt is one of the latter. Tall, well-favored and handsome, it seemed clear that he was destined for great things- Indeed, ever since his birth, he lead a charmed life, pampered and protected as the only scion of a noble family. Despite the intriuge and courtly behaviour that was his lot in life, he never quite fit in amongst the decadence and decaying grandeur of the nobility...Brutally honest and morally upright, he couldn't come to terms with the sophistry, the hypocrisy of those around him.

-One night, not long after a huge black stallion emerged from the mists, matters came to a head. Perhaps it was some trick of Fate, or perhaps some Higher Power was really watching; Either way, Christopher left home that night, one step ahead of the eerie fog that swallowed his lands, his family, his ancestral home.

...That was the end of everything, for him. Alone, bereft, Christopher travelled to the city of Lucine, parleying what little assets his family held into his training; Guided by his moral compass and social conscience, the wayward noble found employment with the Guards of the Watch.

Now in his mid-20s, Christopher is perhaps one of, if not the most feared enforcers in the city. While his handsome face and perfectly courteous manners are enough to make women sigh, his actions are utterly remorseless and chilling- He abides strictly to the letter of the law, and believes in the dealing of swift and immediate justice to all who deserve it. In fact, even to the other Guardsmen, his righteous zeal is more than a little disturbing; More than once, he's forced confrontations with desperate criminals, preferring to slay them in 'self-defense' or while 'resisting arrest', rather than taking them into custody.

While his actions may qualify as 'police brutality', there is, in fact, method in his madness; The long arm of the Law is notoriously slow in Lucine, and the worst scum can evade final judgement through a minimum of effort. More than once, he's been forced to allow the guilty to walk- Even worse, he's sometimes been used as little more than a meat shield for the tax collectors, rousting the disenfrancished and the poor.

If anything, Christopher is rapidly approaching a crossroads in his life; He's straying from 'Good' to 'Law', simply because he's finding it increasingly difficult to reconcile the differences between the two conflicting choices- And who knows where this will lead?

Personality:

Outwardly calm and pleasant, Christopher van Edefelt is a charming young man; He's a devastatingly effective speaker, able to quickly and amiably approach almost anyone. Usually clad in his glamered Full Plate, most people can't tell that he's wearing armor until it's too late; Furthermore, he wields his bastard sword with consumnate skill and strength, rendering him an incredibly dangerous fighter.

Generally, Christopher prefers to act as his conscience directs him, quickly falling back on the letter of the Law when he can think of no other solution- Sometimes which happens on an increasing basis, in these uncertain times. Fundamentally a Paladin at heart, he's very much an extremist when it comes to smiting evil and injustice...And thus far, his powers and his judgement have never failed him. He's utterly relentless in prosecuting those who, in his opinion, 'deserve it'; Worse, as he never, ever lies, every word from him carries an incredible amount of weight.

His mount, Thanatos, is perhaps his mirror image. While it does have Christopher's 'best interests' at heart, it is extremely fond of mocking his confusion and occasional powerlessness- Thus, he rarely utilizes him, preferring to keep Thanatos safe and quiet within a stable.

Code:
Path Of Corruption: The Path Of Law

Path of Law

1 +2 Sense Motive / Doesn't trust anyone to tell the truth

2 Zone of Truth 1/day / Colorblind, see only in black and white

3 Lawful Subtype, DR 3/Chaotic / -2 INT, -1 Will Saves

4 Protection from Chaos at will / Alternate Personality: Chaotic Evil Thief

5 Mark of Justice 1/day / Alignment change to Lawful Neutral
 
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